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  • .net 4.0 Adoption Rate

    - by AKRamkumar
    What is the adoption rate of .net 4.0? When will it be on Windows Update? I heard that it is smaller than 3.5, does that mean if I install .net 4.0, it will decrease the space used by the framework? If I make an application in 3.5 and it runs on a computer that has 4.0, will my application get some of the optimizations that 4.0 uses?

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  • Silverlight penetration rate

    - by sthg
    Duplicate of: Silverlight Install Base - How big is it? Hi, Anyone knows the penetration rate (in %) for all North-American internet users with the Silverlight plugin installed? Been looking all around, but couldn't find any comprehensive numbers. I'm looking for General Public penetration rates, not only within the dev community. Something close to Adobe's flash version penetration stats would be great.

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  • IPtables - Accept Arbitrary Packets

    - by Asad Moeen
    I've achieved a lot on blocking attacks on GameServers but I'm stuck on something. I've blocked major requests of game-server which it aceepts in the form "\xff\xff\xff\xff" which can be followed by the actual queries like get status or get info to make something like "\xff\xff\xff\xff getstatus " but I see other queries if sent to the game-server will cause it to reply with a "disconnect" packet with the same rate as input so if the input rate is high then the high output of "disconnect" might give lag to the server. Hence I want to block all queries except the ones actual clients use which I suppose are in the form "\xff\xff\xff\xff" or .... so, I tried using this rule : -A INPUT -p udp -m udp -m u32 ! --u32 0x1c=0xffffffff -j ACCEPT -A INPUT -p udp -m udp -m recent --set --name Total --rsource -A INPUT -p udp -m udp -m recent --update --seconds 1 --hitcount 20 --name Total --rsource -j DROP Now where the rule does accept the clients but it only blocks requests in the form "\xff\xff\xff\xff getstatus " ( by which GameServer replies with status ) and not just "getstatus " ( by which GameServer replies with disconnect packet ). So I suppose the accept rule is accepting the simple "string" as well. I actually want it to also block the non-(\xff) queries. So how do I modify the rule?

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  • USB transfer speed for Windows 7 is incredibly slow to my external drive

    - by Wolfram
    I'm running Windows 7 Pro and am try to backup 116 GB of data to my external 1 TB hard drive. My laptop has only USB 2.0 ports and my hard drive is USB 3.0 compatible, as is the cable I'm using. I understand that the transfer speed should still be in accordance with USB 2.0 speeds. However, right now I'm getting 135 KB/s and it's been gradually dropping. For an earlier transfer, I would get between 4 MB/s to 8 MB/s. So, I'm really just wondering what's going on with my transfer rate and what I can do to improve it. I'm currently about 35 GB into the 116 GB transfer. Another strange thing is that the window which shows the transfer status decided to max out at 835 MB, and therefore shows items remaining as 0. However, it is still performing the rest of the transfer, and I can see it still cycling through files. Now that I think about it, it seems plausible that the speed being shown by the window is calculated merely as total data transferred / time elapsed. Since the "counter" of data, as far as what is being displayed in the window, maxed out at 835 MB, as time increases, the speed shown is going to keep decreasing because the 'total data transferred' value isn't being incremented. So with that in mind, I suppose I don't actually know at what rate the data is being transferred currently. Nonetheless, my best speed earlier was only around 8 MB/s. Shouldn't USB 2.0 deliver closer to 35 MB/s? Also, if someone can tell me why the transfer status window is displaying the incorrect data information and how to fix this, that would also be appreciated.

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  • SFML SetFramerateLimit Not Limiting Frame Rate

    - by Person
    Compiler: Visual C++ OS: Windows 7 Enterprise For some reason, Window::SetFramerateLimit isn't limiting the frame rate in the app I'm working on, but it works fine for others. The framerate is capped to 60, but mine jumps around at 100-99 and then goes down to 50 sometimes. It actually causes serious issues. For example, if I create many objects on screen, I'll see a heavy performance hit, whereas others report no change. Any ideas regarding why this is happening? If you need more information, I'd be happy to oblige. Thanks. P.S. I have strong reasons to believe that it is not simply a case of "their hardware is just more powerful than yours."

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  • Need help with Drupal bulk mail low open rate for legitimate mailing list

    - by Ron Williams
    I've moved from constant contact to Drupal Simplenews/Mimemail/SMTP. Previously the open rate was around 50% for constant contact, but now it's 4-5% for the same list via the mentioned setup. Mail is getting out from the server, but it's having an issue anyway. Here's the setup: -The e-mail list consists of approximately 80,000 addresses which is queued at 10,000 e-mails per cron run (which runs hourly). -The server is a Dual Core2Quad machine with 2GB of RAM. -When mail is being sent, the mail queue will usually go up to ~1000 at the beginning of the hour before reducing to ~250 by the time the next cron occurs. -Newsletter is themed to display custom style for newsletter on send -Newsletter is received by some, but appears to be bounced by many (based on low open rate_ -I've added SPF, domain keys, and a PTR record to the DNS -Server hostname (listed in ptr) is different from hosted domain -Very low spam number via Spamassassin -IP and domain are not blacklisted -Mail goes out via SMTP module on delivery. Any ideas?

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  • Audio Playback Rate in Android

    - by Marquis
    So, I know that this has been done with a few Android apps before, but I cannot for the life of me figure out how, since it's not currently possible through the API. How does one adjust the playback rate of a sound played through MediaPlayer; either with or without adjusting the pitch is fine for now, though the latter is definitely preferred. If someone can point me in the direction of an open source app that I can use as guidance, that would also be fine. Thanks in advance.

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  • How to rate a connect four game situation in java

    - by MrPink
    Hey, I am trying to write a simple AI for a "Get four" game. The basic game principles are done, so I can throw in coins of different color, and they stack on each other and fill a 2D Array and so on and so forth. until now this is what the method looks like: public int insert(int x, int color) //0 = empty, 1=player1 2=player2" X is the horizontal coordinate, as the y coordinate is determined by how many stones are in the array already, I think the idea is obvious. Now the problem is I have to rate specific game situations, so find how many new pairs, triplets and possible 4 in a row I can get in a specific situation to then give each situation a specific value. With these values I can setup a "Game tree" to then decide which move would be best next (later on implementing Alpha-Beta-Pruning). My current problem is that I can't think of an efficient way to implement a rating of the current game situation in a java method. Any ideas would be greatly appreciated! greetings from Germany Mr. Pink

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  • Help with enums in Java

    - by devoured elysium
    Is it possible to have an enum change its value (from inside itself)? Maybe it's easier to understand what I mean with code: enum Rate { VeryBad(1), Bad(2), Average(3), Good(4), Excellent(5); private int rate; private Rate(int rate) { this.rate = rate; } public void increateRating() { //is it possible to make the enum variable increase? //this is, if right now this enum has as value Average, after calling this //method to have it change to Good? } } This is want I wanna achieve: Rate rate = Rate.Average; System.out.println(rate); //prints Average; rate.increaseRating(); System.out.println(rate); //prints Good Thanks

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  • java RMI newbie-- some basic questions about SSL and auth/.rate limiting an RMI service

    - by Arvind
    I am trying to work to secure a java based RMI service using SSL. I have some basic questions about the capabilities of using SSL. Specifically, from what I understand, the client and server connecting via SSL will need to have appropriate credential certificates in both client and server, for a client to be granted access to the server. Am I correct in my understanding? Also, what I want to know is, can a person who is already using my RMI service and has access to a client machine , make a copy of the certificate in the client machine to other client machines-- and then invoke my RMI service from those other machines as well? How do I prevent such a situation from occurring? I mean, in a REST API you can use OAuth authentication, can we have some kind of authentication in an RMI Service? Also, can I possibly limit usage of the RMI service? For eg, a specific client may be allowed to make only 5000 calls per day to my RMI service, and if he makes more calls the calls occurring after the 5000 calls limit are all denied? How do I do such rate limiting and/or authentication for my RMI Service?

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  • PHP and curl for fetching currency rate from Yahoo Finance

    - by gregj
    Hello, I wrote the following php snippet to fetch the currency conversion rate from Yahoo Finance.Im using curl to fetch the data. Suppose, i want to convert from US dollars (USD) to Indian National Rupee (INR),then the url is http://in.finance.yahoo.com/currency/convert?amt=1&from=USD&to=INR&submit= and the Indian Rupee value is shown as 45.225. However,if i run my code, the value im getting is 452.25. Why this discrepancy ? <?php $amount = $_GET['amount']; $from = $_GET['from']; $to = $_GET['to']; $url = "http://in.finance.yahoo.com/currency/convert?amt=".$amount."&from=".$from."&to=".$to; $handle = curl_init($url); curl_setopt ($handle, CURLOPT_RETURNTRANSFER, true); $data = curl_exec($handle); if(preg_match_all('/<td class="yfnc_tabledata1"><b>(?:[1-9]\d+|\d)(?:\.\d\d)?/',$data,$matches)) { print_r($matches[0][1]); } else { echo "Not found !"; } curl_close($handle); ?> Is there something wrong with my regex ? Please help. Thank You.

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  • Creating an API for an ASP.NET MVC site with rate-limiting and caching

    - by Maxim Z.
    Recently, I've been very interested in APIs, specifically in how to create them. For the purpose of this question, let's say that I have created an ASP.NET MVC site that has some data on it; I want to create an API for this site. I have multiple questions about this: What type of API should I create? I know that REST and oData APIs are very popular. What are the pros and cons of each, and how do I implement them? From what I understand so far, REST APIs with ASP.NET MVC would just be actions that return JSON instead of Views, and oData APIs are documented here. How do I handle writing? Reading from both API types is quite simple. However, writing is more complex. With the REST approach, I understand that I can use HTTP POST, but how do I implement authentication? Also, with oData, how does writing work in the first place? How do I implement basic rate-limiting and caching? From my past experience with APIs, these are very important things, so that the API server isn't overloaded. What's the best way to set these two things up? Can I get some sample code? Any code that relates to C# and ASP.NET MVC would be appreciated. Thanks in advance! While this is a broad question, I think it's not too broad... :) There are some similar questions to this one that are about APIs, but I haven't found any that directly address the questions I outlined here.

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  • Unsupported smapling rate in flex/actionscript

    - by Rajeev
    In action script i need Loading configuration file /opt/flex/frameworks/flex-config.xml t3.mxml(10): Error: unsupported sampling rate (24000Hz) [Embed(source="music.mp3")] t3.mxml(10): Error: Unable to transcode music.mp3. [Embed(source="music.mp3")] The code is <?xml version="1.0"?> <!-- embed/EmbedSound.mxml --> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml"> <mx:Script> <![CDATA[ import flash.media.*; [Embed(source="sample.mp3")] [Bindable] public var sndCls:Class; public var snd:Sound = new sndCls() as Sound; public var sndChannel:SoundChannel; public function playSound():void { sndChannel=snd.play(); } public function stopSound():void { sndChannel.stop(); } ]]> </mx:Script> <mx:HBox> <mx:Button label="play" click="playSound();"/> <mx:Button label="stop" click="stopSound();"/> </mx:HBox> </mx:Application>

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  • Obtaining XML from U.S. Postal Service (USPS) rate calculator API with PHP

    - by Chris F
    hoping somebody here can help me. I'm attempting to pull an XML page from the U.S. Postal Service (USPS) rate calculator, using PHP. Here is the code I am using (with my API login and password replaced of course): <? $api = "http://production.shippingapis.com/ShippingAPI.dll?API=RateV4&XML=<RateV4Request ". "USERID=\"MYUSERID\" PASSWORD=\"MYPASSWORD\"><Revision/><Package ID=\"1ST\">". "<Service>FIRST CLASS</Service><FirstClassMailType>PARCEL</FirstClassMailType>". "<ZipOrigination>12345</ZipOrigination><ZipDestination>54321</ZipDestination>". "<Pounds>0</Pounds><Ounces>9</Ounces><Container/><Size>REGULAR</Size></Package></RateV4Request>"; $xml_string = file_get_contents($api); $xml = simplexml_load_string($xml_string); ?> Pretty straightforward. However it never returns anything. I can paste the URL directly into my browser's address bar: http://production.shippingapis.com/ShippingAPI.dll?API=RateV4&XML=<RateV4RequestUSERID="MYUSERID" PASSWORD="MYPASSWORD"><Revision/><Package ID="1ST"><Service>FIRST CLASS</Service><FirstClassMailType>PARCEL</FirstClassMailType><ZipOrigination>12345</ZipOrigination><ZipDestination>54321</ZipDestination><Pounds>0</Pounds><Ounces>9</Ounces><Container/><Size>REGULAR</Size></Package></RateV4Request> And it returns the XML I need, so I know the URL is valid. But I cannot seem to capture it using PHP. Any help would be tremendously appreciated. Thanks in advance.

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  • optimizing iPhone OpenGL ES fill rate

    - by NateS
    I have an Open GL ES game on the iPhone. My framerate is pretty sucky, ~20fps. Using the Xcode OpenGL ES performance tool on an iPhone 3G, it shows: Renderer Utilization: 95% to 99% Tiler Utilization: ~27% I am drawing a lot of pretty large images with a lot of blending. If I reduce the number of images drawn, framerates go from ~20 to ~40, though the performance tool results stay about the same (renderer still maxed). I think I'm being limited by the fill rate of the iPhone 3G, but I'm not sure. My questions are: How can I determine with more granularity where the bottleneck is? That is my biggest problem, I just don't know what is taking all the time. If it is fillrate, is there anything I do to improve it besides just drawing less? I am using texture atlases. I have tried to minimize image binds, though it isn't always possible (drawing order, not everything fits on one 1024x1024 texture, etc). Every frame I do 10 image binds. This seem pretty reasonable, but I could be mistaken. I'm using vertex arrays and glDrawArrays. I don't really have a lot of geometry. I can try to be more precise if needed. Each image is 2 triangles and I try to batch things were possible, though often (maybe half the time) images are drawn with individual glDrawArrays calls. Besides the images, I have ~60 triangles worth of geometry being rendered in ~6 glDrawArrays calls. I often glTranslate before calling glDrawArrays. Would it improve the framerate to switch to VBOs? I don't think it is a huge amount of geometry, but maybe it is faster for other reasons? Are there certain things to watch out for that could reduce performance? Eg, should I avoid glTranslate, glColor4g, etc? I'm using glScissor in a 3 places per frame. Each use consists of 2 glScissor calls, one to set it up, and one to reset it to what it was. I don't know if there is much of a performance impact here. If I used PVRTC would it be able to render faster? Currently all my images are GL_RGBA. I don't have memory issues. Here is a rough idea of what I'm drawing, in this order: 1) Switch to perspective matrix. 2) Draw a full screen background image 3) Draw a full screen image with translucency (this one has a scrolling texture). 4) Draw a few sprites. 5) Switch to ortho matrix. 6) Draw a few sprites. 7) Switch to perspective matrix. 8) Draw sprites and some other textured geometry. 9) Switch to ortho matrix. 10) Draw a few sprites (eg, game HUD). Steps 1-6 draw a bunch of background stuff. 8 draws most of the game content. 10 draws the HUD. As you can see, there are many layers, some of them full screen and some of the sprites are pretty large (1/4 of the screen). The layers use translucency, so I have to draw them in back-to-front order. This is further complicated by needing to draw various layers in ortho and others in perspective. I will gladly provide additional information if reqested. Thanks in advance for any performance tips or general advice on my problem!

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  • Why Standards Place Limits on Data Transfer Rates?

    - by Mehrdad
    This is a rather general question about hardware and standards in general: Why do they place limits on data transfer rates, and disallow manufacturers from exceeding those rates? (E.g. 100 Mbit/s for Wireless G, 150 Mbit/s for Wireless N, ...) Why not allow for some sort of handshake protocol, whereby the devices being connected agree upon the maximum throughput that they each support, and use that value instead? Why does there have to be a hard-coded limit, which would require a new standard for every single improvement to a data rate?

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  • using trickle to slow down browser

    - by tester
    according to trickle's man page, http://linux.die.net/man/1/trickle i can limit the download speed of a process, e.g. trickle -u 10 -d 20 ncftp to Launch ncftp(1) limiting its upload capacity to 10 KB/s, and download capacity at 20 KB/s. how would I go about limiting google-chrome or firefox with trickle? Edit: For those of you asking why I asked such an obvious question, I tried trickle -u 10 -d 20 firefox and I'm getting an error trickle: Could not reach trickled, working independently: No such file or directory firefox opens right after, but is definitely not rate limited...

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Games, Windows 8.1 and 144Hz display

    - by Marioysikax
    So I have been having problems with few games after switching from 7 to 8.1, which seems to be related to my 144Hz monitor. Few examples: Shank, Shank 2, Blood of the Werewolf, Astebreed, the Sims 2 and Rayman Legends patch 1.2Had few other as well but it's been long and I have 600+ steam library. From those games at least the Sims 2 and Shank worked without any problems with same setup and Windows 7. So basically these games simply refuse to launch with basic setup. However if I plug 60Hz TV with HDMI instead everything magically starts to work. As for Astebreed and the Sims 2 using windowed mode seems to also work. As for Rayman Demo and version 1.0 works for some reason and 1.2 breaks settings menu. I have already tried contacting supports. EA support stated game simply shouldn't work with 8.1 at all (which is lie as it works with that TV and friend with 8 plays just fine), ubisoft support took few weeks and support said he will forward info for further processing, blood of the werewolf support had no idea what's going on and told me to just use my TV instead.Changing monitors refresh rate to 120Hz or forcing it to 60Hz doesn't do anything. I have DVI right now but I will try with DisplayPort when I get the cable. At PCGW Garrett said it may have something to do how listing resolutions work with 8 compared to earlier Windows versions but my googling skills don't bring anything up and compatibility mode for earlier windows version doesn't work either (not that I expected that to work). My system specs are on my steam profile. How do I get those work with my 144Hz monitor as well as possible future games having same problem? Downgrading to 7 would work but is far from practical and I don't own legit lisence for that one.

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  • How best to calculate derived currency rate conversions using C#/LINQ?

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    class FxRate { string Base { get; set; } string Target { get; set; } double Rate { get; set; } } private IList<FxRate> rates = new List<FxRate> { new FxRate {Base = "EUR", Target = "USD", Rate = 1.3668}, new FxRate {Base = "GBP", Target = "USD", Rate = 1.5039}, new FxRate {Base = "USD", Target = "CHF", Rate = 1.0694}, new FxRate {Base = "CHF", Target = "SEK", Rate = 8.12} // ... }; Given a large yet incomplete list of exchange rates where all currencies appear at least once (either as a target or base currency): What algorithm would I use to be able to derive rates for exchanges that aren't directly listed? I'm looking for a general purpose algorithm of the form: public double Rate(string baseCode, string targetCode, double currency) { return ... } In the example above a derived rate would be GBP-CHF or EUR-SEK (which would require using the conversions for EUR-USD, USD-CHF, CHF-SEK) Whilst I know how to do the conversions by hand I'm looking for a tidy way (perhaps using LINQ) to perform these derived conversions perhaps involving multiple currency hops, what's the nicest way to go about this?

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  • wordpress plugin "gd star rating", rate from list

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    Hi, I have been using GD Star Rating plugin for a while now. I need my blog to allow users to rank posts, from a list of posts. I have One page which lists all posts. And I need to be able to rank each post from the list. I created a template and I am using [starrating template_id=45]. I need this, but with the posibility to rank from there. Is it possible?? Thanks!

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